my biggest issue was the bullet sponging and totally unbalanced combat, youd either be a god that couldnt die or someone who has to land 50 headshots with a sniper rifle to kill someone

  • Izzy@lemmy.ml
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    1 year ago

    I played it originally upon release and my biggest problem with the game was that none of the RPG elements mattered. It also felt more like a linear campaign with various irrelevant side missions.

    Is it still pretty much the same in that regard?

  • Scrubbles@poptalk.scrubbles.tech
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    1 year ago

    From what I’ve seen, people who focus on things like “bullet sponginess” and “god tier” generally don’t like it. People who don’t care as much about stuff like that and look for worldbuilding and story love it.

    Personally, I think people who are looking for perfect gameplay are looking at the wrong things in cyberpunk. If you want an awesome shooter, go play overwatch or something, you don’t play Cyberpunk because it has perfect gameplay, you play it because of the world they built.

    • jackpot@lemmy.mlOP
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      1 year ago

      ‘perfect worldbuilding’ is amazing and im not going to attack a book for not having combat features but when combat is intended to be such a large feature in the game youre being too easy on the devs and doing yourself a disservice by saying that is just isnt a big feature / a concern at all, youre treating this like a walking simulator. expecting a game with such large emphasis on its combat to have balanced combat isnt perfection - it’s the bare minimum. it’s good you enjoyed it but admittedly the bar you have is very low

      • Platypus@sh.itjust.works
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        1 year ago

        Personally I found the combat as fun and balanced as can be expected in a game where power scaling is not directly tied to progress. If you just fuck around doing side quests and farming loot for 20 hours, it’s going to feel super easy, and if you try to blitz the story and run early game stuff then enemies will feel like bullet sponges. That’s just a mechanic endemic to the open world rpg genre. My first playthrough I did side missions as I stumbled across them on my way through the story, and the combat felt pretty balanced. Second time I went much more methodically and ended up cruising through story missions like nobody’s business.

      • Scrubbles@poptalk.scrubbles.tech
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        1 year ago

        yes, my point proven exactly. If you go in hyper critical looking for things wrong with it, you’re going to find things wrong with it. It’s so much fun to focus on those things, refuse to play it (or buy then return after 2 hours saying it’s shit), and then continue to complain online.

        I’ve played 3 full playthroughs since release, and as someone who doesn’t even know what bullet sponginess is - I’ve had a blast with the game. Being hyper critical and having ultra high expectations is a sure fire way to make sure you enjoy a lot less in life.

      • Xylia@artemis.camp
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        1 year ago

        It’s only shit if you suck at games. The game plays fine. Could it be improved? Sure. Is it shit? No.

  • LoamImprovement@beehaw.org
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    1 year ago

    I love it now, everything feels punchy because you’re not gated around finding new weapons every level. I’m sticking almost exclusively with the iconics that can be upgraded, but as far as I can tell the only difference between generic weapons is the tier they’re in, the damage appears to be the same no matter what level you find the weapon at. Some other changes:

    • Armor is tied primarily to cyberware now, which has a limited capacity based on level and a handful of perks that increase the cap.
    • Cyberware has impactful changes to playstyle, granting new bonuses like higher melee attack speed, increased RAM, or restoring a portion of stamina on kill
    • Perks have drastically increased effects that often come with conditions that encourage active playstyles (e.g. 50% faster grenade recharge if you have no charges left)
    • Healing items and grenades have a pool of charges rather than being single-use.
    • Natural healing is faster, but healing items are less immediately accessible (No more sucking down inhalers in the middle of a firefight)
    • All the Skills have been consolidated into just five that correspond roughly to the five attributes’ associated weapons, and they level quickly. Every five levels grants a bonus associated with the attribute (Netrunning (Quickhacks/Smart Weapons) increases max RAM and RAM recharge speed, for example)
    • Weapon upgrades are no longer gated by Tech
    • Clothes are almost entirely cosmetic. Any that grant mechanical benefits (Armored vests, for example) can be worn under outfits comprised of any clothing you have in your closet.